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Geim Hoesa Pyegeup Sawon Mina-ssi Targets December 2026 Release With a Game Studio Office Rom-Com

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Ringkasan: Korean visual novel Geim Hoesa Pyegeup Sawon Mina-ssi (게임회사 폐급사원 민아씨) has made its first public demo appearance at Busan Indie Connect Festival 2026 . The upcoming
Geim Hoesa Pyegeup Sawon Mina-ssi Targets December 2026 Release With a Game Studio Office Rom-Com - RYGAMES
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Korean visual novel Geim Hoesa Pyegeup Sawon Mina-ssi (게임회사 폐급사원 민아씨) has made its first public demo appearance at Busan Indie Connect Festival 2026. The upcoming title from Atticfriends turns a game development company into the setting for an office romantic comedy filled with overtime, internal politics, live-service problems, and relationships between coworkers.

Players take the role of a planning team leader whose newest employee is 21-year-old Lee Mina. She is energetic, eager to help, and deeply committed to her job—but her enthusiasm repeatedly becomes the starting point for increasingly serious workplace disasters.

Quick Summary

  • Korean title: 게임회사 폐급사원 민아씨
  • Romanization: Geim Hoesa Pyegeup Sawon Mina-ssi
  • Japanese title used by STOVE/4Gamer: ゲーム会社のポンコツ社員ミナさん
  • Official English/global title: Not announced
  • Developer: Atticfriends
  • Publisher: Atticfriends
  • Country: South Korea
  • Genre: Visual novel / romance adventure
  • Theme: Office romantic comedy at a game company
  • Confirmed platform: PC via STOVE
  • Status: Coming soon / in development
  • Current release target: Around December 2026
  • Exact release date: Not announced
  • Planned standard-edition price: Around ¥2,100
  • Pricing status: Development-stage estimate given during the BIC interview
  • Estimated playtime: Around six hours
  • Voice acting: Full voice planned for all characters in the finished game
  • Structure: Choice-driven branching narrative
  • Endings in the current development version: 4
  • Potential final target: Around 6 endings under consideration
  • Route system: Determined by accumulated choices
  • Certain choices: Can immediately trigger a bad ending
  • Protagonist: Planning team leader at a game company
  • Main heroine: Lee Mina
  • Mina's age: 21
  • Role: New junior member of the planning team
  • Additional character: Seong Hayun
  • Role: Head of the planning office and the protagonist's superior
  • Additional character: Han Sarang / AD
  • Role: A highly influential member of the art team
  • First demo: Shown at BIC Festival 2026
  • BIC2026 venue: BEXCO, Busan
  • Offline event dates: August 14–16, 2026
  • Exhibition: Supported through STOVE
  • Public online demo: Not available at the time of 4Gamer's report
  • Japanese in the BIC build: Provisional AI translation
  • Final Japanese support: Not confirmed
  • System requirements: Not announced

BIC2026 Demo and Character Visuals

Geim Hoesa Pyegeup Sawon Mina-ssi Key Art
Geim Hoesa Pyegeup Sawon Mina-ssi Key Art© Visual assets belong to their respective owners. Used for editorial purposes.
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Lee Mina
Lee Mina© Visual assets belong to their respective owners. Used for editorial purposes.
Seong Hayun
Seong Hayun© Visual assets belong to their respective owners. Used for editorial purposes.
Han Sarang
Han Sarang© Visual assets belong to their respective owners. Used for editorial purposes.
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Lee Mina Arrives With Plenty of Passion and Very Little Workplace Sense

The central setup begins when Lee Mina joins the protagonist's planning team as its newest junior employee.

Mina is defined by her enthusiasm. She wants to work, wants to help, and seems willing to stay awake all night if the team needs her.

Unfortunately, her workplace judgment has not caught up with that motivation.

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STOVE describes her as a problem employee whose actions repeatedly lead to accidents, even joking that she appears to be good at almost anything except her actual company work.

The game does not treat those mistakes as consequence-free comedy, however.

Every incident creates more overtime for the protagonist and forces the team to deal with management, publishers, players, and the responsibility that comes with supervising a junior employee.

That pressure gradually becomes part of the relationship between Mina and her team leader.

A 3% Gacha Rate Becoming 0.03% Kicks Off the Demo's Crisis

The BIC demo played by 4Gamer opens with an especially painful mistake for anyone familiar with live-service games.

A limited gacha character is supposed to have a 3% pickup rate.

Mina misunderstands how the internal value should be entered and changes the setting in a way that results in a rate of only 0.03%.

The error rapidly escalates from a simple typo into a company-wide crisis.

Management begins discussing refunds and compensation, the team has to communicate with its publisher, notices are delayed, and the incident damages player trust while also hurting the revenue the update was expected to generate.

The protagonist is not able to treat the situation as Mina's problem alone. As her team leader, he also carries responsibility for what happened.

When Mina later apologizes and brings him coffee, the frustration he has been suppressing finally spills out, pushing their professional relationship into a much more personal confrontation.

Hayun and Han Sarang Expand the Office Cast

Mina may be in the title, but Atticfriends has already introduced other major women in the company.

Seong Hayun is the head of the planning office and the protagonist's superior.

She is younger than the protagonist but is described as highly capable and well respected, often taking on additional work and staying in the office later than everyone else.

Han Sarang, generally identified in the game as AD, holds significant power within the art team.

Her art skills are described as one of the reasons the company's game became successful, while her real age and personal details are apparently subjects coworkers would be wise not to bring up.

Atticfriends has not yet confirmed exactly which members of this cast have complete romance routes.

The game also avoids asking players to choose a heroine at the beginning. Routes emerge from the choices made throughout the story.

Four Endings Are Already Planned, With Up to Six Under Consideration

The fundamental structure is a traditional branching romance visual novel.

Choices are sometimes intentionally vague, meaning players may not always know which character a response is bringing them closer to.

Those accumulated decisions eventually determine the route.

During the BIC interview, Atticfriends said the game currently had four endings in development.

The team was considering increasing that number to around six for the finished release.

Some choices can also lead directly into a bad ending, giving individual decisions consequences beyond minor dialogue changes.

The developer has not yet detailed the number of full heroine routes, whether there is a true ending, or how the final endings will be distributed among the cast.

Roughly Six Hours, With Full Voice Planned for the Finished Game

Atticfriends currently estimates the full game at around six hours.

The BIC demo itself did not have complete voice acting, but the studio says all characters are planned to be fully voiced in the release version.

No voice cast has been announced yet.

The BIC build also included a Japanese language option.

According to 4Gamer, however, the Japanese text was still a provisional AI translation created for the demo, with some formatting issues remaining even though much of the character dialogue was understandable.

That makes an important distinction: the demo having Japanese text does not yet confirm the same localization for the commercial release.

Atticfriends has not published a final supported-language list.

Atticfriends Is Currently a Five-Person Studio

CEO Jung Myung-jun told 4Gamer that Atticfriends currently consists of five members.

Three have remained from the team's earlier formation, while two joined later.

Most core game development is handled internally, with roles including project management, scenario writing, illustration, and UI design.

Certain elements such as teaser videos and music are outsourced.

Jung previously worked as a backend programmer on a startup platform before moving toward visual novel development.

He had already been creating visual novels as a hobby in his early twenties, with Mashiroiro Symphony by Palette being one of the romance adventure titles he specifically cited as an important influence.

From an Online Hobby Circle to a Game Company Rom-Com

The earliest version of Atticfriends was closer to an online hobby group, formed by people who met roughly five years ago.

Its first mobile project, One Day of Living Together from Today, performed well enough in downloads to convince the members that continuing together as a company made more sense than disbanding after a single game.

The studio later shifted away from designs dependent on long-term online servers toward premium standalone titles.

Geim Hoesa Pyegeup Sawon Mina-ssi follows that direction.

The new game also has a particularly relevant perspective behind its scenario. The current writer previously worked at another game company and wrote for a subculture-oriented title.

That background helps explain why problems involving gacha rates, publisher negotiations, player compensation, update schedules, and overtime are woven directly into the drama rather than merely decorating a generic office romance.

December 2026 Is the Target, but No Exact Date Is Set

During the BIC interview, Atticfriends identified around December 2026 as its current release target.

A STOVE store page is already live for wishlisting, but it still lists the release simply as coming soon.

The planned standard edition without DLC was described to 4Gamer at approximately ¥2,100.

That figure is still a development-stage estimate rather than a finalized regional store price.

There was also no public online demo available when 4Gamer published its report; the first playable version remained the build shown at BIC in Busan.

Steam, console, mobile, and other PC storefront versions have not been announced.

Why This Matters

1) The office comedy is built around problems specific to game development

Incorrect gacha rates, refunds, compensation, publisher negotiations, updates, and overtime are used as actual plot devices rather than generic workplace flavor.

2) Mina's mistakes have consequences beyond a punchline

The game shows how one junior employee's error can affect players, revenue, coworkers, and the team leader responsible for supervising her.

3) Routes emerge through accumulated, sometimes ambiguous choices

Rather than selecting a heroine at the beginning, players gradually determine relationships through decisions made across the story, including choices capable of producing immediate bad endings.

4) The writer brings real game-industry experience

The scenario writer previously worked on a subculture game at another company, giving the office setting a more grounded source of material.

Game Information

Additional confirmed information currently includes:

  • the Korean title is 게임회사 폐급사원 민아씨
  • this article uses the romanization Geim Hoesa Pyegeup Sawon Mina-ssi
  • no official English/global title has been confirmed
  • STOVE and 4Gamer use the Japanese title ゲーム会社のポンコツ社員ミナさん
  • Atticfriends is both developer and publisher
  • the game is an office romantic comedy visual novel
  • the protagonist is a planning team leader at a game company
  • Lee Mina is 21 years old
  • Mina joins as a junior planning-team employee
  • Seong Hayun heads the planning office and supervises the protagonist
  • Han Sarang / AD is a powerful figure within the art team
  • the game uses branching choices
  • routes are determined by accumulated decisions
  • some choices can immediately produce bad endings
  • four endings existed at the time of the BIC interview
  • the studio is considering increasing that total to around six
  • estimated total playtime is around six hours
  • all characters are planned to receive full voice acting
  • the cast has not been announced
  • the first demo appeared at BIC Festival 2026
  • BIC2026 ran August 14–16 at BEXCO in Busan
  • the BIC build's Japanese option used provisional AI translation
  • final language support has not been confirmed
  • the current release target is around December 2026
  • an exact date has not been announced
  • the standard edition is being considered at around ¥2,100
  • final and regional prices are not announced
  • no public online demo was available when the BIC report was published
  • the game can be wishlisted through STOVE
  • studio information is available from Atticfriends
  • project updates are posted through Atticfriends Official on X
  • BIC information is available from the Busan Indie Connect Festival

Closing

Geim Hoesa Pyegeup Sawon Mina-ssi uses a familiar romance visual novel framework but places its relationships inside the very specific problems of running and developing a live-service game. The BIC2026 demo shows how something as small as a mistaken gacha-rate setting can become both a company crisis and a personal breaking point between Mina and her supervisor.

The full release currently targets around December 2026 on STOVE, with roughly six hours of content, multiple endings, and full voice acting planned. Its exact launch date, cast, final languages, regional pricing, and public demo availability remain unannounced.

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